Monthly Archives: June 2018

The Grand Campaign, Dungeon Master Gear, Fourth Edition D&D, and Other Reactions From the Comment Section

I’m ready for another trip into the comment section.

The Grand Campaign

My post on the grand campaign prompted a couple of commenters to tell of their long-running grand campaigns. Michael “Chgowiz” Shorten’s game has run more than 10 years. Rick Stump’s Seaward campaign has run 38 years and currently hosts 24 player characters and many more henchmen and hirelings. “With every player running multiple PCs and multiple adventures going on concurrently yes—strict time keeping is essential!” Rick has blogged about Seaward since 2013. Michael and Rick’s message: Passionate game masters still run grand campaigns. You can too.

Gary Gygax made the days characters needed to naturally heal seem like a key reason for a campaign calendar. Characters would spend days between adventures slowly recuperating. But Dan makes an good point, “Every game I’ve played in or run, there has been at least one PC with access to healing magic, so in between adventures he or she would just memorize as many healing spells as possible and rapidly bring the whole party to full or nearly-full hit points.

I’ve never seen a character sidelined for days of natural healing either. I suspect natural healing played a bigger part in Greyhawk for three reasons:

  • Few players chose to play clerics.
  • With no extra spells for high wisdom, and no spells until second level, the original clerics gained less healing magic.
  • Characters who adventured together also competed as rivals for the best treasure. In early D&D, characters raided dungeons for loot and players kept score in gold pieces. Outside of the dungeon, clerics might not heal rivals, and they certainly would not heal anyone who didn’t first make a generous donation to the church.

To gain the pace of a grand campaign where real time passes in pace with campaign time and an adventurer’s career can span years, Simon N. runs fifth edition with a house rule where a long rest takes a week.

Dungeon Master Tools

Chris asks, “Have you looked at ArcKnight for their spell effects? My only complaint there is they don’t have a way to pop them out so you have to cut them.

ArcKnight sells flat-plastic, spell effect templates. When I first saw these templates, the cones didn’t match the proportions set by fifth-edition rules. Now the templates fit the spell descriptions. I especially like the templates for ongoing effects like Cloudkill and Ice Storm, because their art adds scenery to the battle map. The templates come in exhaustive—but pricey—sets for clerics, wizards, and druids. I feel no need for line templates, or separate templates for, say, every 20-foot-radius effect. I would buy a less-expensive generic set with the common circles, cones, and squares.

ArcKnight sells 1-inch grids marked on transparent sheets. (Sorry, Sly Flourish.) This product overlays a grid on an unmarked map.

In Some New Favorite Dungeon Masters’ Tools, I wrote about my attempt to shape conical spell templates from wire. My templates proved usable, but too flexible. Matthew Lynn offered some advice for shaping templates that I’m ready to try. From a hobby shop, he purchased a brass rod about as thick as a coat hanger. Then he shaped it with bending plyers and connected the ends with heat shrink tubing.

The Joy of Figuring Things Out

In a post on figuring things out, I suggested that fourth edition’s designers emphasized character skill over player skill. Tom challenged my statement. “I’m confused about what, exactly, in the core 4E books (a mechanic or piece of advice) emphasizes character skill over player skill that isn’t already present in third edition or earlier.

To be fair, nothing in 4E blocks a style focused on player skill. As Tom noted, the section on puzzles in the fourth edition Dungeon Master’s Guide explained how to challenge players. Still, the edition’s emphasis on skill challenges and set-piece combats leans on character skill. We know the designers wanted this emphasis because their author guidelines for Dungeon told authors to favor tests of character skill and to avoid challenges aimed toward players.

In response to the same post, The Grymlorde™ offered a good perspective on puzzles. “I like to think of puzzles more like doorways to secret levels, side-quests, and Easter eggs. You can get through the adventure without having to solve the puzzles but you miss out on the best treasure, the best experience, the “truth” and so on. The worst puzzles are the ones where the adventure fails if you fail to solve the puzzle. Which means that the mandatory puzzle must be fairly easy to solve so that everyone has a good chance of finishing the adventure because some people are really good at solving puzzles (e.g. my wife) and others are terrible at it (me).” One question: If you’re married to The Grymlorde™, what do you call him at breakfast?

Linear Adventures

Even as I defended linear adventures, I praised The Howling Void by Teos Abadia for fitting many choices into the constraints of a convention time slot. In a comment, Teos gave more insight into his design. “The theme of my adventure was elemental air, and that element is all about chaos. I set to capture that swirling chaos through a multitude of options combined with foes that moved.

The downside is that there are some really fun encounters the party will never see. And, when they are having a great time, the players know they missed out on some fun. DMs certainly commented that they had to prep more rooms than they will actually run. One upside is that the DM can run this several times and still feel like every run is fresh and different.

Was it worth it? I think so. I won’t use this approach every time, but I think some adventures should work this way to keep players on their toes, to have a strong feeling of player action and choice mattering, and to break away from a linear style. Programs like AL are stronger when they include different approaches from time to time.

Lately, all the Adventurers League scenarios that I’ve played have flaunted an obvious lack of choices. Most still ranked as good-to-excellent adventures, but I have missed Teos’s flair for succeeding with different approaches.

Encouraging Role Playing

My post on encouraging players to role play, led several readers to contribute advice, so I suggest visiting that post’s comment section.

A few posters wanted to emphasize that role playing doesn’t require voice acting. A silly voice can distract from a serious character. Sometimes a character’s actions, decisions, and even silence can reveal role playing. That said, subtle depictions of character tend to get lost at the game table.

Someone with the handle 1958fury, who may also answer to Christine, commented on my tips for encouraging role playing. “I especially like this bit:

“‘Beyond this sound but conventional advice, many DMs suggested ways to pressure uncomfortable or uninterested players to role play. Don’t do that.’

“Thank you for that. I see that suggestion given a lot, and it drives me nuts. I’m shy, and I usually have to play with the same group for a while before I break out of my shell. Being put on the spot too much early on is a sure way to keep me from returning to your table.

Fourth Edition

When I wrote the story behind fourth edition, commenters like Marty from Raging Owlbear challenged my take on the business conditions at Hasbro leading to the edition. These comments made a fair request for more information.

Ryan Dancey led the D&D team through the third-edition boom and Wizards of the Coast’s first years as a Hasbro subsidiary. He wrote about Hasbro brand strategy and how it could apply to D&D. “Sometime around 2005ish, Hasbro made an internal decision to divide its businesses into two categories. Core brands, which had more than $50 million in annual sales, and had a growth path towards $100 million annual sales, and Non-Core brands, which didn’t.

Core brands would have included Magic the Gathering, while D&D ranked as non-core.

Core Brands would get the financing they requested for development of their businesses (within reason). Non-Core brands would not. They would be allowed to rise and fall with the overall toy market on their own merits without a lot of marketing or development support. In fact, many Non-Core brands would simply be mothballed—allowed to go dormant for some number of years until the company was ready to take them down off the shelf and try to revive them for a new generation of kids.

It would have been very easy for [Hasbro head of boy’s toys Brian] Goldner et al to tell Wizards, ‘You’re done with D&D, put it on a shelf and we’ll bring it back 10 years from now as a multi-media property managed from Rhode Island.’ There’s no way that the D&D business circa 2006 could have supported the kind of staff and overhead that it was used to. Best case would have been a very small staff dedicated to just managing the brand and maybe handling some freelance pool doing minimal adventure content. So this was an existential issue (like ‘do we exist or not’) for the part of Wizards that was connected to D&D.

To players who love and understand D&D, the perspective of a corporate, D&D-outsider can seem out of touch. Such executives might only know D&D as the game that lost players in the steam tunnels under Michigan State. Perhaps some wondered if players needed to dress up to play.

Dancey‘s best-case strategy parallels the one that kicked off fifth edition, with freelancers supplementing a tiny team of staff designers, and with as many staff working on branding and licensing as on the tabletop game.

Michael Benensky wrote, “You are not coming off as a 4E hater. Generally it irks me when people tear down 4E since I think it was the best edition.

I wrote a series about the business decisions that fed fourth edition’s design and why the design failed to pay off. Then I posted it on the Internet—a place not known for measured reactions. Folks who loved 4E and those who rejected it both liked the posts’ evenhanded stance. I count that as a win.

5 Reasons Someone Might Build a Dungeon Filled With Clues, Tests, and Riddles

Dungeons & Dragons features a long tradition of dungeons built with tricks and puzzles to test and confound intruders.

C2 Ghost Tower of Inverness cover

C2 The Ghost Tower of Inverness

Funhouse dungeons filled with odd challenges such as White Plume Mountain and Ghost Tower of Inverness rate as some of the most beloved adventures of D&D’s golden age. Most players enjoy these sorts of conundrums.

But why would any dungeon builder construct a room that forced intruders to answer riddles or to move like chess pieces on a huge board? Traditionally, dungeon authors provided one of two answers:

  • “The builder was crazy.”
  • “Are you going to keep asking annoying questions or are you going to play the game?”

Unless your players signed up to play in a game set in 1978, dungeons built by insane, magical pranksters no longer seem fresh or plausible; the life-size chess boards and reverse-gravity rooms can feel tired and silly. Also, while the crazy-wizard premise offers dungeon authors complete freedom, it gives little backstory to serve as a source of inspiration.

Still, Keraptis, Galap-Dreidel, and I all share an affection for pitting adventures against a strange and confounding room, so I will list some other reasons why a dungeon’s architects might build in clues and tests for intruders.

Some of these reasons assume that a dungeon exists to help guard or defend something: treasure in tombs, powerful or dangerous items in vaults, creatures in lairs or prisons. These dungeons’ built-in challenges allow worthy intruders through, and tempt the unworthy to die trying.

A test of merit

From the sword in the stone to the quest for the princess’s hand, fantasy offers plenty of examples of tests to reveal the worthy. A dungeon’s challenges could be constructed to reward the worthy and slay those lacking.

In the 2013 D&D Championship, players needed to solve three puzzles to retrieve three magic staffs. The puzzles were created to prevent the addled, insane cultists of Zargon from seizing the staffs before worthy champions.

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

Dungeon Crawl Classics 15: Lost Tomb of the Sphinx Queen

In the Dungeon Crawl Classics adventure, Lost Tomb of the Sphinx Queen, the tomb is a prison for the evil Sphinx Queen. “The labyrinth below consists of a series of guardian creatures and traps, designed both to test the party (to ensure that they’re powerful enough to destroy Ankharet and her crown) and to teach them of the now-forgotten glories of the Sphinx Empire.”

The clues tempt intruders with false hopes for success

The dungeon includes clues and puzzles so that the any survivors who escape will spread tales that serve as a challenge, tempting more adventurers to test their meddle.

The original Tomb of Horrors acts as trap to capture the souls of the strongest adventurers for some wicked purpose. The ambiguous clues written on the tomb’s floor seem almost as likely to lead to death as to success, so could they be a lure for more victims?

Challenges taunt intruders with the builder’s genius

The dungeon’s builder is like the serial killer who leaves clues because he wants to flaunt his genius over the cops pursuing him, or because his name is Edward Nigma so what else? This premise works as a more plausible version of the insane prankster.

The 2010, fourth edition Tomb of Horrors says, “It’s not enough for Acererak to win; he has to to prove his superiority by by saying, ‘I gave you a chance, and you still weren’t smart enough to beat me.’”

Someone wishes for the dungeon to fail its purpose

During a dungeon’s construction, something may have worked to sabotage it so that it ultimately fails its purpose. This sabotage can come from a few sources:

  • psychological conflict. We’ve all heard stories of the killer who secretly wished to be caught. Suppose a dungeon builder’s inner demons—or real, live demons—drive her to create a dungeon’s death traps, but her better nature, or some compulsion, or even a foe’s geas drives her to bury clues with the traps.
  • architects and workers. Most dungeon builders recruit architects and workers to construct their vaults. The patrons always boast of retirement plans, while they plan to slay their workers to preserve the dungeon’s secrets. But suppose the architects added clues as a means of revenge on their overlord? This results in a dungeon filled with clues subtle enough to escape the overlord’s notice, but within the grasp of clever adventurers.

    Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels and finery, but the family’s dead eyes reveal them as foolish and banal.

    Buyer beware: Charles IV of Spain and his Family paid for a portrait that flattered them with glittering jewels and finery, but the family’s dead eyes reveal what artist Francisco Goya thought of them.

  • bargains. Fantasy includes many examples where bargains with mystical powers give a scheme an Achilles heel. Here, the dungeon’s weakness comes from the same, mighty powers called to help construction. Great magic often comes from a source with its own, unknowable motives.
    In the Dungeon Crawl Classics adventure, Tears of the Genie, the Grand Caliph binds a djinni in his dungeon, but the gods of Àereth force the Grand Caliph hide the means of freeing the djinni within the prison.

Dungeon crawling is a sport

XCrawl Crawl or Die

XCrawl

If adventurers crowd the streets and dungeons lie under every mountain, then dungeon crawling could become sport. This premise supports the six Challenge of Champions adventures that appeared in Dungeon magazine. Pandahead productions combined dungeon crawling for sport with all the posturing and pay-per-view rights of professional wrestling to create XCrawl. This premise abandons the mystery and enchantment of the exploring ruins, and replaces the thrill of confronting evil with artificial challenges and, in the case of XCrawl, humor.

If mortals can find sport in dungeons, then gods can too. Beedo from Dreams in the Lich House imagines death mountain, a place where the death god Hades can lure the land’s heroes, and then collect their skulls as trophies. This concept fits with the Olympians’ penchant for using mortal proxies as toys. “The other gods, for that matter, are greatly entertained when heroes overcome the machinations of the death god, and have gone so far as to sprinkle Hades’ sprawling dungeon with divine boons, godly weapons, and hidden shrines and sanctuaries where their beloved champions might gain a small respite.”

A religion or cult demands it

When Mike Shel decided to write an adventure inspired by Tomb of Horrors, he realized that the original tomb failed to provide much justification for its built-in clues and challenges. For The Mud Sorcerer’s Tomb, he created a cult of mud sorcerers, who “delighted in riddles and conundrums, disdaining those who couldn’t equal their mental prowess.” And then he gave them a reason for planting clues. “It may puzzle your players that Tzolo would leave hints lying about for would-be grave robbers. However, the clues were intended for for her liberating servants.”

Mike Shel was on to something. D&D’s assumed background needs a cult or religion that provides a ready-made excuse for dungeons that test characters with puzzles and strange obstacles. The mud sorcerers point the way, but their plan seems flawed. Why build clues for your servants that could also aid meddling do-gooders?

I propose a new creation.

The cult of Seermock, god of wealth and power through cunning

Seermock serves as a secret patron to those of wealth and power who earned their status through scheming and manipulation. Although few know of the cult’s existence, Seermock gladly spurns the common herd that he deems unworthy. Seermock upholds these principles:

  • Wealth and power exist as a reward reserved for the cunning, while those of lesser intellect deserve impoverishment, servitude, and then death.
  • The weak minded who wish to claim wealth and power must suffer punishment for their presumption.
  • Bequeathing wealth on the unworthy only rewards the foolish. Those cunning enough to join Seermock after death must strive to protect their worldly gains from those of dull wit.

Like many figures of wealth and power, followers of Seermock strive to memorialize their achievements with grand tombs. But followers of Seermock build their tombs to test those who attempt to seize the riches inside, rewarding the clever while slaying others presumptuous enough to seek treasures they do not deserve.

Why Fourth Edition Never Saved Dungeons & Dragons

“Fourth edition Dungeons & Dragons is all about taking that things that work in D&D, keeping them in the game, and fixing everything else,” designer Mike Mearls wrote after the edition’s announcement in 2007.

“That’s the goal, and I think we’re heading there.”

Later, he put the goal in a different light. “No one at Wizards ever woke up one day and said, ‘Let’s get rid of all our fans and replace them.’ That was never the intent. With fourth edition, there were good intentions. The game is very solid, there are a lot of people who play it and enjoy it, but you do get those people that say ‘hey, this feels like an MMO, this feels like a board game.’”

By 2010, when Mearls defended the goals of fourth edition D&D, nearly all the team behind the game had left Wizards of the Coast. The virtual table top was 2 years late and on life support. Pathfinder, a game descended from the D&D edition that fourth edition tried to replace, now drew players alienated by fourth edition. Rumors circulated that Pathfinder sales exceeded D&D sales.

On the fourth-edition team, Mearls ranked as a secondary contributor. Now, with the most of the team sacked, Mearls rose to head D&D’s design. He remained to take the heat for “ruining D&D” and to salvage fourth edition until something new could replace it.

What had gone so wrong?

The business plan for fourth edition centered on enticing players to subscribe to D&D Insider, where they could play online using a virtual tabletop. At the edition’s announcement, the team emphasized online play so much that some wondered if D&D would remain playable without a computer.

But weeks after the game’s release, real-life tragedy shattered plans for a virtual table top. Joseph Batten, the senior manager leading development murdered his estranged wife and then killed himself. Apparently, Batten’s work on the project proved unusable. A beta version of the tabletop took 2 more years to reach users, and that version looked nothing like the demos shown in 2008. While the demos promised 3D rendering and an extension of other DDI tools, the beta version retreated to 2D tokens and still lacked integration. Nothing set the beta apart from other VTTs already available. In 2012, after the announcement of D&D Next, Wizards pulled the plug. “We were unable to generate enough support for the tool to launch a full version to the public.”

Of course, D&D Insider had moved ahead without the tabletop. Subscribers still gained access to rules, a character builder, and magazine-style articles. But the lack of a tabletop forced Wizards to charge less and to scrap plans for selling digital assets like virtual miniatures and dungeon tiles. Without the virtual tabletop, the D&D team could never gain the $50 million in revenue needed to lift D&D to a core brand.

Despite trouble with the online initiative, a hit game might have carried the edition. But while many current players loved the new edition, as many others rejected it.

From the designers’ perspective, the rejection stemmed from two causes: The game dared to change too much at once, and the designers ran out of time.

D&D’s second edition tried to be broadly compatible with the original game. Third edition succeeded by adopting decades of role-playing game design experience while preserving “sacred cows” that made D&D familiar. Players had embraced the leap. The fourth-edition designers felt confident that existing players were ready for another step. “I expect that the improvements in game play will convince even reluctant players to switch over to fourth edition,” designer Chris Perkins wrote.

For the new edition, the design team “took time to imagine D&D games that took a different slant than any of us would have imagined,” team lead Rob Heinsoo explained. They turned sacred cows into barbecue and delivered a game very different from any other edition.

To designers the gap between third to fourth edition seemed smaller than the gulf most gamers saw. “I think of D&D as a conversation, in terms of game design, between the designers and the audience,” explained Mike Mearls. “To designers—and players who followed every release—the transition to fourth made sense.” Some fans followed the conversation by playing 3.5, Player’s Handbook 2, Complete Arcane, and then playing with the at-will magic in Complete Mage and the martial powers in Book of Nine Swords. To them, the step to fourth seemed small. (See The Dungeons & Dragons Books that Secretly Previewed Each New Edition.)

But few players kept up. “If you got a 3.5 Player’s Handbook and that’s the only D&D book you have and the only one you read, and then you got the fourth edition Player’s Handbook there was a gap,” Mearls said.

Steve Winter, a designer since D&D’s 2nd edition, wrote, “Fourth Edition was a glorious experiment that succeeded technically. Unfortunately, its breaks from the past were too severe for many fans, who didn’t pick up the new banner.”

The designers came to regret changing so much so fast. Fourth edition’s lead, Rob Heinsoo wrote, “Knowing what I know now, I might have worked for smaller changes in the world, since shifting both the world and the mechanics at the same time proved difficult for some of the D&D faithful to swallow.”

More players might have accepted the change if the developers had gained time to perfect the edition. “We just ran out of runway.” Mearls explained “That’s kind of the story of fourth edition in a lot of ways. We ran out of runway as we were tying to get the plane up in the air.”

The rush to deliver hurt the system. For example, player surveys reveal that the simplest character classes rate as the most popular, but fourth edition lacked simple classes. And all the classes played the same. “The things I would have wanted to change about fourth edition mostly center on the knowledge that the class design project wasn’t entirely finished upon release,” Heinsoo said. “I’d never wanted to use the exact same power structure for the wizard as every other class, for example, but we ran out of time, and had to use smaller variations to express class differences than I had originally expected.”

Also, the lack of development left more than the usual number of bugs in the new system. The numbers behind complex skill challenges made success nearly impossible. The math behind difficulty classes needed revision too. Higher-level monsters lacked the punch to challenge characters.

The power system designed as the game’s irresistible hook led to unintended consequences. As characters rose in level, their growing number of choices overwhelmed players, slowing decisions. Characters gained more ways to interrupt combat turns, so each player’s decision paralysis extended into other player’s turns. Characters gained powers that targeted every foe on the battle map leading to more attack rolls than ever. Instead of delivering dynamic combat, battles showed to a crawl.

In 2010, the D&D team’s bid to salvage fourth edition reached players in a line of Dungeons & Dragons Essentials products. The designers had solved the bugs. Classes played differently. Some were simple, others granted ample options. Monsters challenged characters. The math worked. The newest classes sped combat by limiting choices, reactions, and battlefield-spanning powers. Essentials recaptured familiar spells, monsters, and even the look of past editions. But the rescue came too late. By 2010, the D&D team knew Essentials could only buy the time needed to develop a new edition.

Imagine an alternate history. What if the design team had been given time to deliver a game as polished as Essentials? Would the game have succeeded? Surely such a launch would have kept more players loyal, but would it lure the flood of MMO players the designers sought? Computer games offer frantic action and vivid graphics that D&D can never duplicate. By trying to match the appeal of a video game, the edition stumbled.

“We really lost what made D&D unique, what made Dungeons & Dragons as a role-playing game distinct from other types of games that you could play,” Mearls said.

The new fifth edition of D&D ranks as the most successful yet. Rather than attempting to match the strengths of online games, fifth edition offers limited, elegant rules so players can focus what makes D&D special: playing through a story created when a 5 or 6 people join together as characters in a world open to anything.

Video games can never duplicate the same experience because they lack the same personal interaction and a dungeon master ready for the unexpected.

The fourth-edition designers aimed to make the dungeon master’s role easy—something a computer could handle. So the rules discouraged the sort of ingenious or outrageous actions that break the game and create unforgettable moments.

Fifth edition lead designer Jeremy Crawford even credits making the grid optional with some of the newest game’s success. “It’s a really simple thing, but in 5th, that decision to not require miniatures was huge. Us doing that suddenly basically unlocked everyone from the dining room table and, in many ways, made it possible for the boom in streaming that we’re seeing now.” Fourth edition did more than require a grid; it dwelled on one.

Fourth edition never emphasized D&D’s unique strengths. As Mike Mearls put it, “I think what was happening was [fourth edition] was really focusing on really hardcore mechanics, the intricacies of how the rules interact. It really became about the rules and about mastering the rules, rather than about the story, or role-playing, or the interaction between the DM and the players.”

By the end of fourth edition’s run, the designers had perfected a game about building characters and showing them off in dynamic fights. Perhaps they lost some of what makes D&D uniquely compelling.

Next: The Unintended Consequence That Ruined Fourth Edition D&D’s Chance of Success, But Proved Great for Gamers

Related: How the end of lonely fun leads to today’s trickle of D&D books

Why Fourth Edition Seemed Like the Savior Dungeons & Dragons Needed

In 2005, Dungeons & Dragons faced a possible future similar to the fate of another popular role-playing game, Vampire: The Masquerade. In this future, D&D only exists as a license for online games and t-shirts and another potential movie. The tabletop game remains as an archive of PDFs for sale to die-hards. See The Threat that Nearly Killed Dungeons & Dragons—Twice.

To guarantee tabletop D&D never met this end, the game needed to qualify as a core game brand at Wizards of the Coast, now owned by Hasbro. D&D needed to match its best-ever year of sales in 2000, but this time the game needed sustained sales at that level.

Without a new edition, the game could never approach such numbers. A new edition could be easy, but it had to bring a profitable, sustainable strategy that would meet stockholder’s expectations for return on investment. So far, no tabletop publisher had found such a strategy.

None of this means that fourth edition’s inspiration came entirely from a reach for sales. D&D team leader Bill Slavicsek wrote, “As we move deeper into the third edition, it’s flaws and fun-ending complexities become more pronounced, more obvious to players and Dungeon Masters alike.” The design team saw ways to “greatly reduce and perhaps even eliminate completely the parts of the game that get in the way of the fun.”

Meanwhile, a new threat was taking players from D&D. World of Warcraft debuted in 2004 and experienced surging popularity. By May 2005, WoW had 3.5 million players. By 2008, the community hit more than 11 million players. D&D players started talking about the players that tabletop lost to WoW.

At gaming conventions, the same aging guys who started playing in the 80s showed up to play D&D. Presumably, the younger players and women who might love D&D stayed home to play Warcraft. Wizards of the Coast aimed advertisements at bringing WoW players to the tabletop, but mere ads could never win the flood of new fans D&D needed.

WoW didn’t look like a fad or another way to play. It seemed like the vanguard leading to the future of gaming. “Gaming was definitely changing,” D&D designer Mike Mearls explained. “And I think that for 4th Edition, what we were trying to do was to start predicting for D&D where we thought the game was heading.”

Surely, new players coming to D&D would have an online or video game background. To compete, D&D needed a big advance—a new edition that didn’t just improve the game but an edition capable of winning Warcraft players by matching some of what drew players to online games. “As far as I know, 4th edition was the first set of rules to look to videogames for inspiration,” Mearls said. “I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible.”

So the new edition focused on the elements that made the D&D fun and especially appealing to fans of online fantasy games. Mearls recalled that the team felt that “building a player character was the real thing that drove people to play the games. You wanted to choose your feats, your prestige classes and whatnot.”

Once players built their characters, the fun came from showing off those characters on the battlefield. Lead designer Rob Heinsoo wanted to give the game an irresistible hook that tied the game together and compelled gamers to play. “The solution James Wyatt, Andy Collins, and I were excited about was to give every PC an ongoing series of choices of interesting powers. Most every time you gain a level you select a new power or a feat. Every combat round you have an interesting choice of which power or powers to use.”

But none of this excitement would benefit players who struggled to find DMs or potential DMs who saw the role as a chore.

The new edition worked to be easier to run. Casual DMs could simply buy an adventure, read the boxed text, and then run a sequence of skill challenges and combat encounters. In a skill challenge, the DM just had to decide if a skill helped the players—but only when the challenge’s description neglected to list a skill in advance. Combat encounters ran easier too. Monsters offered a few, clear options for combat. Just move and roll attacks.

To succeed, the new edition needed to do more than win new players. The game needed a profitable, sustainable strategy.

For Blizzard Entertainment, Warcraft boasted an advantage that the D&D team surely envied. Players paid a monthly fee, which guaranteed steady revenue.

“Along the way, we also came up with the idea of Dungeons & Dragons Insider,” Bill Slavicsek wrote. “This exciting suite of digital tools for players and Dungeon Masters was just too powerful a concept to try to shoehorn the existing d20 Game System around it. Instead we knew we had to rebuild the game to take full advantage of this amazing new initiative.”

The game didn’t just need to be easy to DM. It needed to be easy to run online. Ideally, it would help DMs enough to make running a bad game nearly impossible. Players could drop into the virtual tabletop at any hour, join any available DM, and feel confident that a stranger could deliver a fun experience. A thriving virtual table would let players join a game 24/7, just like Warcraft. And all those player would pay monthly, just like Warcraft.

The designers aimed for online-friendly rules. Fourth edition defines powers as tightly as Magic the Gathering cards, so a computer never needs to decide if, for example, you can take ongoing damage from cold and fire at the same time. Unlike earlier editions, spell effects no longer required a DM’s judgement to rule on a Wish or to decide whether a wizard could polymorph a fly into a blue whale that would drop on a foe.

If the rules proved easy for computers to emulate, the virtual table could lift more and more of the rules burden from the DM and the players. Meanwhile, a new generation of D&D-inspired video games and MMOs could open new revenue sources.

The team planned ways for players at kitchen tables to contribute to the bottom line too. The emphasis on character building would inspire players to by a stream of books with new options. DMs would buy adventures. Everyone needed miniatures. The 4E rules list “D&D Miniatures” among things needed for play—not as a “Useful addition” like a character sheet. The rules never mention tokens or other alternatives to minis.

The D&D team thought they finally had the recipe for sustained success that D&D needed. The new game featured rules optimized to bring the most fun out of the character creation and combat choices that drew players to D&D. The new strategy could gain the income that would vault D&D to a core brand for years to come.

At the 2007 Gen Con game convention, the D&D team announced the new edition. Mike Mearls saw an uneasy reaction from the D&D faithful. “The big announcement on Thursday night was, well, tense. We didn’t spark a riot, but it seemed the audience was a bit nervous.”

As someone in the audience, I saw a confused reception. The D&D team emphasized D&D Insider and the virtual tabletop so much that people wondered if D&D would remain a game playable without a computer. But the designers loved D&D and their new edition, so we felt ready to embrace it too.

Next: Why Fourth Edition Never Saved Dungeons & Dragons